Jul 7, 2006 at 12:25 PM
Join Date: Jun 18, 2006
Location: Montreal, Canada
Posts: 581
Age: 36
So I figured out in more detail what ANP does exactly and how to use it. The tsc listing is a little sketchy about its actual use.
The ANP instruction allows you to set this variable. For instance, I wanted a room where those giant jellyfishes start off "angry" (ie, moving around) right away. This is state 10. I used ANP on them with 10 and wham, they were, indeed, in state 10.
This could also be used to make Mannans fire (state... 2 or 3 I think?) for instance.
I'll eventually try to produce a list of NPCs and their related states if anyone is interested. This will take a while, since I have a few other projects under my belt and I want to complete my Cave Story hack beforehand.
As for BOA? Same thing, but for bosses. A boss means anything not normally placeable on a map, like Heavy Press.
An NPC's actions are handled through code. Each NPC has a variable keeping track of its current state. This variable is sometimes linked to a timer, sometimes to the player's actions, so forth. It will be used by the game to decide which part of the NPC's code to run.Animate entity X with method Y in direction Z [entity type determines Y values?]
The ANP instruction allows you to set this variable. For instance, I wanted a room where those giant jellyfishes start off "angry" (ie, moving around) right away. This is state 10. I used ANP on them with 10 and wham, they were, indeed, in state 10.
This could also be used to make Mannans fire (state... 2 or 3 I think?) for instance.
I'll eventually try to produce a list of NPCs and their related states if anyone is interested. This will take a while, since I have a few other projects under my belt and I want to complete my Cave Story hack beforehand.
As for BOA? Same thing, but for bosses. A boss means anything not normally placeable on a map, like Heavy Press.




